This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

 

PSIONIC POWERS (D-H)

 

Danger Sense

Clairsentience (Wis)

Level: Psion 3/Psychic Warrior 3

Display: Vi

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 hour/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 5

The manifester gains a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to AC against attacks by traps.

 

Darkvision

Clairsentience (Wis)

Level: Psion 2/Psychic Warrior 2

Display: Vi

Manifestation Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level

Saving Throw: None

Power Resistance: Yes (harmless)

Power Points: 3

The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.

 

Daze

Telepathy (Cha) [Compulsion, Mind-Affecting]

Level: Psion 0/Psychic Warrior 0

Display: Me, Ma

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One person

Duration: 1 round

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 1

This power clouds the mind of a humanoid of Medium-size or smaller so that he or she takes no actions. Humanoids of 5 or more HD are not affected. The dazed subject is not stunned (so attackers get no special advantage against him or her), but he or she can’t move, use psionic powers, cast spells, and so on.

 

Demoralize

Telepathy (Cha) [Mind-Affecting]

Level: Psion 1

Display: Ol, Me

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Area: Several living creatures, no two of which are more than 15 ft. apart

Duration: 1 minute/level

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 1

The manifester’s enemies areceive a –1 morale penalty on all saving throws, attack rolls, and skill checks. Allies are unaffected.

 

Destiny Dissonance

Clairsentience (Wis) [Mind-affecting]

Level: Psion 1

Display: Ma, Me

Manifestation Time: 1 action

Range: Touch

Target: Creature or object touched

Duration: Until discharged

Saving Throw: None

Power Resistance: Yes

Power Points: 1

At the manifester’s touch the subject takes 1d8 points of subdual damage. This touch attack, charged with a psionic power, is treated as an armed attack.

 

Detect Poison

Clairsentience (Wis)

Level: Psion 0

Display: Ol

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target or Area: One creature, one object, or a 5-foot cube

Duration: Instantaneous

Saving Throw: None

Power Resistance: No

Power Points: 1

The manifester determines whether a creature, object, or area has been poisoned or is poisonous. The manifester can determine the exact type of poison with a successful Wisdom check (DC 20). A character with the Alchemy skill may additionally try an Alchemy check at DC 20.

Note: The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

 

Detect Psionics

Clairsentience (Wis)

Level: Psion 0/Psychic Warrior 0

Display: Vi, Au

Manifestation Time: 1 action

Range: 60 ft.

Area: Quarter circle emanating from you to the extreme of the range

Duration: Concentration, up to 1 minute/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 1

The manifester detects psionic auras. The amount of information revealed depends on how long he or she studies a particular area or subject:

1st Round: Presence or absence of psionic auras.

2nd Round: Number of different psionic auras and the strength of the strongest aura.  An overwhelming aura stuns the manifester for 1 round and the power ends.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, the manifester can make Psicraft checks to determine the discipline involved in each. (Make one check per aura; DC 15 + power level, or 15 + half manifester level for a nonpower effect.)

Psionic areas, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Aura Strength: An aura’s psionic power and strength depend on a power’s functioning power level or an item’s manifester level.

Functioning     Item                            Aura

Power Level   Manifester Level       Strength

0-level              Lingering aura               Dim

or lingering aura

1st–3rd            1st–5th                         Faint

4th–6th 6th–11th                       Moderate

7th–9th 12th–20th                     Strong

Artifact             Beyond mortal              Overwhelming

or deity-level    psionics                        manifester

If an aura falls into more than one category, detect psionics indicates the stronger of the two.

Time Aura Lingers: How long the aura lingers depends on its original strength:

Original Strength       Duration

Faint                             1d6 minutes

Moderate                     1d6x10 minutes

Strong                          1d6 hours

Overwhelming              1d6 days

Note: Each round, the manifester can turn to detect things in a new area. The manifester can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

 

Detect Remote Viewing

Clairsentience (Wis)

Level: Psion 4

Display: Vi, Me

Manifestation Time: 1 action

Range: 120 ft.

Area: A 120-ft.-radius emanation centered on you

Duration: 24 hours

Saving Throw: None

Power Resistance: No

Power Points: 7

The manifester immediately becomes aware of any attempt to observe him or her by means of clairaudience/clairvoyance or remote viewing. The power’s effect radiates from the manifester and moves as he or she moves. The power also reveals the use of other means of viewing, including magical scrying. The manifester knows the location of every psionic sensor within the power’s area.

If the viewing attempt originates within the area, the manifester also knows its location. If the attempt originates outside this range, the manifester and the remote viewer immediately make opposed Remote View checks. (A Remote View check is the same as an Intelligence check for a creature without the Remote View skill. If opposing magical scrying, the manifester’s Remote View check is opposed by the opponent’s Scry check.) If the manifester at least matches the remote viewer’s result, the manifester gets a visual image of the remote viewer and a sense of the remote viewer’s direction and distance from the manifester (accurate to within one-tenth the distance).

 

Detect Thoughts

Telepathy (Cha) [Mind-Affecting]

Level: Psion 2

Display Vi, Me

Manifestation Time: 1 action

Range: 60 ft,

Area: Quarter circle emanating from you to the extreme of the range

Duration: Concentration, up to 1 minute/level (D)

Saving Throw: Will negates (see text)

Power Resistance: No

Power Points: 3

The manifester detects surface thoughts. The amount of information revealed depends on how long the manifester studies a particular area or subject:

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: Number of thinking minds and the mental strength of each.

3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents the manifester from reading its thoughts, and the manifester must manifest detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that the manifester can pick up.

            Intelligence       Mental Strength

              1–2                Animal

              3–5                Very low

              6–9                Low

            10–11              Average

            12–15              High

            16–17              Very high

            18–21              Genius

            22–25              Supra-genius

            26+                  Godlike

Note: Each round, the manifester can turn to detect thoughts in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

 

Detonation

Psychokinesis (Con)

Level: Psion 9

Display: Au

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One individual

Duration: Instantaneous

Saving Throw: Fortitude half

Power Resistance: Yes (object)

Power Points: 17

The target is pummeled with for 17d6 points of damage. The manifester may choose to have the power deal an equal amount of subdual damage instead.

Detonation always affects a subject within range that the manifester can see, even if the subject is in melee or has partial cover or concealment.

 

Dimensional Anchor

Psychoportation (Dex)

Level: Psion 4

Display: Au

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Effect: Ray

Duration: 1 minute/level

Saving Throw: None

Power Resistance: Yes

Power Points: 7

A ray springs from the manifester’s hand. The maniester must make a ranged touch attack to hit the target. Any creature or object struck is covered with a ectoplasmic film that completely blocks bodily extradimensional travel. Forms of movement barred by the dimensional anchor include those granted by spells such as astral projection, blink, dimension door, dimension slide, ethereal jaunt, etherealness, gate, maze, phase door, plane shift, shadow walk, dream walk, teleport, and similar spell-like, magical, or psionic abilities. The dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the power is manifested, nor does it block extradimensional perception or attack forms. Dimensional anchor does not prevent astral constructs from disappearing at the end of an astral construct power.

Dimensional anchor protects a subject from the effects of baleful teleport.

 

Dimension Door

Psychoportation (Dex) [Teleportation]

Level: Psion 4/Psychic Warrior 4

Display: Vi

Manifestation Time: 1 action

Range: Long (400 ft. + 40 ft./level)

Target: You and touched objects or other touched willing creatures (see text)

Duration: Instantaneous

Power Points: 7

The manifester instantly transfers him or herself from the character’s current location to any other spot within range. The character always arrives at exactly the spot desired—whether by simply visualizing the area or by stating direction. The character can bring along up to 500 pounds of nonliving matter or 250 pounds of living matter. After using this power, the manifester can’t take any other actions until his or her next turn.

If the character arrives in a place that is already occupied by a solid body, he or she becomes trapped in the Astral Plane. Each round that the character is trapped in the Astral Plane in this way, he or she may make a Will save (DC 25) to return to the Material Plane at a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, make a Will save each minute to appear in a free space within 1,000 feet. If there is no free space within 1,000 feet, the character is stuck on the Astral Plane until rescued.

 

Dimension Slide

Psychoportation (Dex)

Level: Psion 3

Display: Vi

Manifestation Time: 1action

Range: Close (25 ft. + 5 ft./2levels)

Target: You (see text)

Duration: Instantaneous

Power Points: 5

The character instantly transfers him or herself from the character’s current location to any other spot within range that the character can see directly. The character arrives at exactly the spot desired, if he or she can see it. A character cannot dimension slide through solid objects; even a curtain blocks dimension slide. A character cannot bring along more than his or her medium load carrying capacity, nor can a character bring along any living matter that weighs more than 20 pounds. After using this power, the character can’t take any other actions until his or her next turn.

If the character somehow attempts to transfer him or herself to a location occupied by a solid body, the power simply fails to function.

 

Disable

Telepathy (Cha) [Compulsion, Mind-Affecting]

Level: Psion 1

Display: Vi

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Area: Several living creatures within a 15-ft.-radius burst

Duration: 1 minute/level (D)

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 1

The manifester broadcasts a compulsion that convinces one or more creatures that they are disabled (at 0 hit points). Roll 2d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the power’s point of origin are affected first. No creature with 5 or more HD is affected, and HD that are not sufficient to affect a creature are wasted.

Creatures affected by the pow­er believe that they have somehow been reduced to 0 hit points, and must act accordingly.  Creatures that do attempt to take actions immediately pierce the compulsion, and may act normally. Creatures that attempt to heal themselves or who receive healing are likewise freed of the compulsion, and if they are not otherwise wounded, the healing is wasted. Creatures who are attacked and take damage are also instantly freed of the compulsion. When the duration ends, the creatures’ hit points “return” to their previous level (as they perceive the true state of their health).

Note: Extra hit points are irrelevant for determining how many HD a creature has.

 

Disintegrate

Psychokinesis (Con)

Level: Psion 6

Display: Vi, Au, Ma

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Effect: Ray

Duration: Instantaneous

Saving Throw: Fortitude partial

Power Resistance: Yes

Power Points: 11

A ray springs from the manifester’s finger, causing the creature or object it strikes to glow and vanish, leaving behind only a trace of fine dust. The manifester must make a successful ranged touch attack to hit. Up to a 10-foot cube of nonliving matter is affected, so the power disintegrates only part of any very large object or structure targeted. The ray affects even magical and psionic matter or energy of a magical or psionic nature, but not areas that negate psionics or magic. A creature or object that makes a successful Fortitude save is only partially affected. It suffers 5d6 points of damage instead of disintegrating. Only the first creature or object struck can be affected (that is, the ray only affects one target per manifestation).

 

Dismissal

Psychoportation (Dex)

Level: Psion 4

Display: Au

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One extraplanar creature

Duration: Instantaneous

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 7

This power forces an extraplanar creature back to its proper plane. Add the creature’s HD to its saving throw and subtract the manifester’s level as well. If the power succeeds, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

 

Dismiss Ectoplasm

Metacreativity (Int)

Level: Psion 4

Display: Vi, Au

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Area: 30-ft.-radius burst

Duration: Instantaneous

Saving Throw: Fortitude negates

Power Resistance: No

Power Points: 7

The manifester dismisses creatures or objects composed of ectoplasm, or that were formerly composed of ectoplasm. The power affects everything in a 30-foot radius. Creatures that fail their saving throw dissipate into so much constituent ectoplasm, which evaporates in the course of 1 round. Unattended objects automatically fail their saving throws unless they are psionically enhanced in some fashion, in which case they save as psionic items. Characters in ectoplasmic form who fail their saving throws may be displaced. Roll d%: On a 01–50 result they are physically shifted to a random location in the Astral Plane, and on 51–00 they are destroyed outright.

 

Displacement

Psychometabolism (Str)

Level: Psion 3/Psychic Warrior 3

Display: Au

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 round/level (D)

Power Points: 5

The manifester appears to be about 2 feet away from his or her true location. The character benefits from a 50% miss chance as if he or she had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the character normally. True seeing reveals the character’s true location.

 

Dissipating Touch

Psychoportation (Dex) [Teleportation]

Level: Psion 1

Display: Au, Vi (see text)

Manifestation Time: 1 action

Range: Touch

Target: Creature or object touched

Duration: Until discharged

Saving Throw: None

Power Resistance: Yes (object)

Power Points: 1

The manifester’s mere touch can disperse the surface material of a foe or object, sending a tiny portion of it far away. A successful melee touch attack deals 1d8 points of damage. This touch attack, charged with a psionic power, is treated as an armed attack.

 

Dissolution

Psychokinesis (Con)

Level: Psion 9

Display: Vi

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One creature or object

Duration: Instantaneous

Saving Throw: None (see text)

Power Resistance: Yes

Power Points: 17

A creature or object the manifester selects is disintegrated, leaving behind only a trace of fine dust. Dissolution affects up to a 50-foot cube of nonliving, nonmagical matter whose hardness is less than 15. A creature or object that makes a successful Fortitude save is only partially affected, taking 10d6 points of damage instead of disintegrating.

 

Dissolving Touch

Psychometabolism (Str) [Acid]

Level: Psion 4/Psychic Warrior 4

Display: Vi

Manifestation Time: 1 action

Range: Touch

Target: Creature or object touched

Duration: Until discharged

Saving Throw: None

Power Resistance: Yes (object)

Power Points: 7

The manifester’s touch (or bite) is corrosive. The manifester deals 7d6 points of acid damage to any creature or object he or she touches. If making an unarmed attack, or using any of the bite or claw powers, this damage is in addition to any other damage dealt. If the manifester successfully grapples or pin a foe, the manifester’s grasp deals 10d6 points of acid damage. If the manifester can entirely enclose an object (or a very small creature) in the grip of both hands, the manifester deals 12d6 points of damage.

This acid denatures 1 round after use, losing all efficacy and ability to deal damage. The manifester is immune to his or her own acid.

 

Distract

Telepathy (Cha) [Mind-Affecting]

Level: Psion 0/Psychic Warrior 0

Display: Au

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: Concentration, up to 1 minute/level (D)

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 1

Subjects of distract make all Listen, Spot, Search, and Sense Motive checks at a –1 penalty.

 

Divert Teleport

Psychoportation (Dex) [Teleportation]; and

Psychokinesis (Con) [Teleportation]

Level: Psion 7

Display: Vi

Manifestation Time: See text

Range: Medium (100 ft. + 10 ft./level)

Area: A circle, centered on you, with a radius of 100 ft. + 10 ft./level

Effect: Diverts the teleportation of any object or creature whose weight does not total more than 300 lb./level

Duration: 10 minutes/level (D)

Saving Throw: Will negates (foils diversion)

Power Resistance: Yes (foils diversion)

Power Points: 13

The manifester senses the use of various Psychoportation powers and similar spells within the area. The manifester senses the use of these powers whether or not he or she can directly see them. When sensing the use of a specified effect, the manifester knows exactly where the creature is using the power. Specified powers include dimension door, dimension slide, ethereal jaunt, etherealness, fly, spider climb, teleport, and possibly others. The manifester can divert the final destination of any teleportation made by others within the area. This is a free action, like manifesting a quickened power, and counts toward the limit of one quickened power per round. The manifester can divert the destination of both incoming and outgoing teleportations, both psionic and magical. The manifester must overcome the power resistance of creatures that possess it for a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well.

For purposes of this power, “divert” means the manifester chooses the actual destination of any teleportation he or she can affect. The destination choosen must be a location to which the manifester has previously teleported.

 

Divination

Clairsentience (Wis)

Level: Psion 4

Display: Vi, Me

Manifestation Time: 10 minutes

Range: Personal

Target: You

Duration: Instantaneous

Power Points: 7

Divination can provide a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.

The base chance for a correct divination is 70% + 1% per manifester level. The DM adjusts the chance if unusual circumstances require it. If the dice roll fails, the manifester knows the power failed, unless specific psionics or magic yielding false information is at work.

Multiple divinations about the same action by the same manifester use the same dice roll result as the first divination and yield the same answer each time.

 

Domination

Telepathy (Cha) [Compulsion, Mind-Affecting]

Level: Psion 4

Display: Me

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One humanoid of Medium-size or smaller

Duration: 1 day/level

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 7

The manifester can control the actions of any humanoid of Medium-size or smaller. The manifester establishes a telepathic link with the subject’s mind. If the manifester and the subject share a common language, the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities. If no common language is shared, the manifester can only communicate basic commands. The manifester knows what the subject is experiencing but does not receive direct sensory input from him or her.

Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and subject are on the same plane. The manifester need not see the subject to control it.

Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or negate it.

 

Dream Travel

Psychoportation (Dex)

Level: Psion 8

Display: Vi

Manifestation Time: 1 action

Range: Touch

Targets: Up to one touched creature/level

Duration: 1 hour/level (D)

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 15

The manifester and any creature touched are drawn into the region of dreams. The manifester can take more than one creature along (subject to the level limit), but all must be touching each other. The characters physically enter the land of dreams, leaving nothing behind.

For every minute the character moves through dream, he or she can “wake” to find him or herself five miles displaced in the waking world. Thus, a character can use this power to travel rapidly by physically entering the dream world, moving the desired distance, and then stepping back into the waking world. The manifester knows where he or she will come out in the waking world.

Dream travel can also be used to travel to other planes that contain creatures who dream, but this requires crossing into the dreams of outsiders. This is a potentially perilous proposition, at the DM’s option. Transferring to another plane of existence requires 1d4 hours on an uninterrupted journey.

Any creatures touched by the manifester when dream travel is manifested also make the transition to the borders of unconscious thought. They may opt to follow the character, wander off into the dreams of others, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned). Creatures unwilling to accompany the character into the region of dreams receive a Will save, negating the effect if successful.

 

Duodimensional Hand

Psychometabolism (Str)

Level: Psion 3

Display: Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 10 minutes/level

Power Points: 5

The manifester’s hand becomes two-dimensional, making it razor-sharp. Instead of bludgeoning damage, the manifester’s unarmed attacks do slashing or piercing damage (manifester’s choice), but the damage potential does not increase. Additionally, the hand is now psionically keen, increasing its critical threat range to 17–20. If a combination of powers would allow the character to manifest duodimensional hand on a weapon, the threat range can increased to no more than 17–20, but the damage multiplier is that of the weapon.

Note: The third spatial component of the hand still exists but is temporarily shunted into the Ethereal Plane, so against ethereal or incorporeal targets this power is ineffective.

 

Ectoplasmic Armor

Metacreativity (Int)

Level: Psion 5/Psychic Warrior 5

Display: Vi (see text)

Manifestation Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 hour/level (D)

Saving Throw: Will negates (harmless)

Power Resistance: Yes (harmless)

Power Points: 9

The subject is covered in ectoplasmic armor that provides a +10 armor bonus to AC. Other armor cannot be worn at the same time as ectoplasmic armor. If the subject takes off the ectoplasmic armor, it immediately dissipates. Treat ectoplasmic armor as leather armor for purposes of armor check penalty or speed reduction. Because the armor is composed of astral ectoplasm (emulating force for the purposes of this power), incorporeal creatures can’t bypass it the way they do normal armor.

 

Ectoplasmic Cocoon

Metacreativity (Int)

Level: Psion 2

Display: Ma, Au

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One creature of Medium-size or smaller

Duration: 1 round/level (D)

Saving Throw: Reflex negates

Power Resistance: Yes

Power Points: 3

Strands of ectoplasm wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, being unable to see or take any physical actions. The subject cannot speak because the ectoplasmic strands muffle sounds, but the subject’s nostrils are clear. The subject can execute purely mental actions (such as manifesting powers). The writhing, regenerating nature of the cocoon prevents its occupant from making a physical bid for escape. However, cutting or damaging a large enough strand can free the cocooned victim. The strands have hardness 17 and 30 hit points.

Creatures that are cocooned high in the air fall, and cocooned swimmers may drown.

 

Ectoplasmic Form

Psychometabolism (Str)

Level: Psion 3

Display: Ol

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 2 minutes/level (D)

Power Points: 5

The manifester and all his or her gear become a mass of ectoplasm that generally conforms to the character’s normal shape. The character gains damage reduction 20/+1. The character’s material armor (including natural armor) becomes worthless, although size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The character becomes immune to poison and critical hits. A character cannot attack or manifest powers while in ectoplasmic form. The character loses supernatural abilities, if any, while in ectoplasmic form.

The character cannot run, but can swim with a +15 circumstance bonus to the Swim skill. The character can pass through small holes or narrow openings, even mere cracks, along with all the character is wearing or holding in his or her hands while the duration persists.

 

Ectoplasmic Shambler

Metacreativity (Int)

Level: Psion 5

Display: Ma, Au, Ol (see text)

Manifestation Time: 1 full round

Range: Long (400 ft. + 40 ft./level)

Effect: One ectoplasmic construct, 60 ft. wide and up to 30 ft. high

Duration: 1 minute/level

Saving Throw: See text

Power Resistance: No

Power Points: 9

The manifester fashions a many-legged mass of ectoplasm called an ectoplasmic shambler. The shambler moves as the character directs it at a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those within the shambler is limited to 10 feet, and manifesting powers (or casting spells) within the shambler’s “belly” is impossible. Creatures enveloped by the shambler, regardless of Armor Class, sustain 1 point of damage at the end of each round they remain within the shambler. A strong wind that blows against the shambler reduces its speed to 0 during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet.

 

Ecto Puppet

Metacreativity (Int)

Level: Psion 2

Display: Au, Vi (see text)

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: A “tethered” astral construct of the highest level you can manifest

Duration: Concentration, up to 1 round/level

Saving Throw: None

Power Resistance: No

Power Points: 3

This power manifests an astral construct that is visibly tethered to the manifester, and the manifester directly controls its actions. It appears within 5 feet of the character and can move up to the noted range. The “tether” consists of light connecting the character’s hands with its forelimbs. Except for being visibly tethered, the astral construct is as normal.

The power creates an astral construct of the highest level possible, corresponding to the highest-level astral construct power the manifester knows. As a consequence of the direct control, the construct gains a +2 enhancement bonus to Strength and Dexterity, and a +2 enhancement bonus on Will saves.

The cost to manifest ecto puppet is equal to the cost of the astral construct power being emulated +2.

 

Elfsight

Psychometabolism (Str)

Level: Psion 0/Psychic Warrior 0

Display: Vi

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 minute

Power Points: 1

The manifester gains low-light vision for the duration of the power. If elfsight is used in conjunction with my light, the character can see twice as far as indicated in the latter power’s description.

 

Empathic Transfer

Psychometabolism (Str)

Level: Psion 1

Display: Ma, Au

Manifestation Time: 1 action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: None

Power Resistance: Yes (harmless)

Power Points: 1

When a character manifests this power, he or she can transfer up to 8 points of damage per manifester level from the subject creature to him or herself.

Alternatively, the manifester can absorb one poison or one disease afflicting the subject creature into him or herself. When the character absorbs a poison or disease, he or she does not absorb the damage done previously dealt by the affliction, but does take up the burden of making the secondary and/or continuing Fortitude saves against the affliction.

Finally, the character can choose to transfer up to 1 point of temporary ability damage per manifester level from the subject to him or herself.

 

Empathy

Telepathy (Cha) [Mind-Affecting]

Level: Psion 1

Display Me

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One living creature

Duration: Concentration, up to 1 minute/level (D)

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 1

The manifester detects the surface emotions of any creature he or she can see that is in range. The character can sense basic needs, drives, and emotions.

 

Emulate Power

Clairsentience (Wis)

Level: Psion 7

Display: Ma

Manifestation Time: 1 action

Range: See text

Target, Effect, or Area: See text

Duration: See text

Saving Throw: None

Power Resistance: Yes

Power Points: 13, XP cost

When manifesting emulate power, the manifester chooses any other power, regardless of discipline or whether he or she knows the power, of 6th level or less, and duplicate its effect as if the character had manifested that power.

XP Cost: 300 XP or the XP requirement of the emulated power, whichever is greater.

 

Energy Barrier

Psychometabolism (Str)

Level: Psion 5/Psychic Warrior 5

Display: Vi (see text)

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 10 minutes/level or until discharged

Power Points: 9

The manifester’s body assimilates and converts energy attacks to harmless light. The character gains resistance 10 to a specific energy attack. Once the power has prevented a total of 10 points of damage per manifester level (maximum 150 points) from specified energy attacks, it is discharged. Specified energy attacks include powers and spells that deal acid, cold, electricity, fire, and sonic damage. When the character absorbs damage, he or she radiates visible light for a number of rounds equal to the points of damage successfully ignored. The light is strong enough to illuminate a 60-foot-radius area.

 

Energy Conversion

Psychometabolism (Str)

Level: Psion 7

Display: Vi (see text)

Range: Personal and Medium (100 ft. + 10 ft./level)

Target: You and one object or creature

Duration: 10 minutes/level or until discharged

Power Points: 13

The manifester’s body assimilates and converts energy attacks to a ray. The character gains resistance 10 to a specific energy attack. Once the power has prevented a total of 10 points of damage per manifester level (maximum 150 points) from specified energy attacks, it is discharged. Specified energy attacks include powers and spells that deal acid, cold, electricity, fire, and sonic damage. The character can discharge stored energy in a ray as a single ranged touch attack. This is a standard action. The ray is composed of the energy type absorbed. The character can choose to fire the ray prior to complete saturation of the energy barrier, though this ends the power. If the ray successfully strikes the target, the target takes a number of hit points equal to the total number of hit points successfully ignored by the energy barrier.

 

Ethereal Jaunt

Psychoportation (Dex)

Level: Psion 6/Psychic Warrior 6

Display: Vi

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 round/level (D)

Power Points: 11

The manifester becomes ethereal, along with his or her equipment. The character in a place called the Ethereal Plane that overlaps the normal, physical, Material Plane. When the power expires, the character returns to material existence.

Note: An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down (albeit at half normal speed). As an incorporeal creature, the character can move through solid objects, including living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and magical abjurations affect the character normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and powers manifest while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. By contrast, treat other ethereal creatures and ethereal objects as if they had become material.

If the character ends the power and becomes material while inside a material object, he or she is shunted off to the nearest open space and suffers 1d6 points of damage per 5 feet so traveled.

 

Etherealness

Psychoportation (Dex)

Level: Psion 7

Display: Vi

Manifestation Time: 1 action

Range: Touch (see text)

Targets: You and one other touched creature/3 levels

Duration: 1 minute/level (D)

Power Resistance: Yes

Power Points: 13

The manifester and other creatures joined by linked hands (along with their equipment) become ethereal. Besides him or herself, the manifester can bring one creature per three manifester levels to the Ethereal Plane. Once ethereal, the creatures need not stay together. When the power expires, all affected creatures in the Ethereal Plane return to material existence.

Note: An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down (albeit at half normal speed). As an incorporeal creature, the character can move through solid objects, including living creatures. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects and magical abjurations affect the character normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and powers manifest while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. By contrast, treat other ethereal creatures and ethereal objects as if they had become material.

If the power ends and creatures become material while inside a material object, they are shunted off to the nearest open space and suffer 1d6 points of damage per 5 feet so traveled.

 

Expanded Vision

Clairsentience (Wis)

Level: Psion 1/Psychic Warrior 1

Display: Vi

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 10 minutes/level (D)

Saving Throw: None

Power Resistance: No

Power Points: 1

The manifester is granted a 315-degree arc of sight, allowing him or her some slight vision of creatures that might otherwise fully flank the character.  Opponents flanking the character gain only a +1 bonus on their attack rolls instead of +2 (although rogues can still take sneak attacks). All the character’s Spot checks gain a +1 enhancement bonus. Concurrently, the character suffers a –2 enhancement penalty against all gaze attacks while the power persists.

 

Expansion

Psychometabolism (Str)

Level: Psion 2/Psychic Warrior 2

Display: Ol

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 minute/level (D)

Power Points: 3

The manifester grows up to 10% per manifester level, increasing by this amount in height, width, and depth (to a maximum growth of 100%). Weight increases by approximately the cube of the size increase as follows:

            Height Increase Weight Increase

              +10% (x1.1)    +30% (x1.3)

              +20% (x1.2)    +70% (x1.7)

              +30% (x1.3)  +120% (x2.2)

              +40% (x1.4)  +170% (x2.7)

              +50% (x1.5)  +240% (x3.4)

              +60% (x1.6)  +310% (x4.1)

              +70% (x1.7)  +390% (x4.9)

              +80% (x1.8)  +480% (x5.8)

              +90% (x1.9)  +590% (x6.9)

            +100% (x2.0)  +700% (x8.0)

Equipment worn or carried is also enlarged. If insufficient room is available for the desired growth, the character bursts weak enclosures. However, the character’s larger size is constrained without harm by stronger materials. The character cannot crush him or herself.

The character’s hit points, Armor Class, and base attack bonus do not change, but Strength increases along with size. For every 20% of enlargement, the character gains a +1 enlargement bonus to Strength.

Multiple psionic or magical effects that increase size do not stack. Psionic and magical properties are not enhanced with this power.

 

Fabricate

Metacreativity (Int)

Level: Psion 4

Display: Ma

Manifestation Time: See text

Range: Close (25 ft. + 5 ft./2 levels)

Target: Up to 1 cubic yard/level (see text)

Duration: Instantaneous

Saving Throw: None

Power Resistance: No

Power Points: 7

The manifester converts material of one sort into a product that is of the same material. Creatures and psionic or magic items cannot be created or altered by fabricate. The quality of items made by this power is commensurate with the quality of material used as the basis for the new fabrication. If the character works with a mineral, the target is reduced to 1 cubic foot per manifester level instead of 1 cubic yard.

The character must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship (jewelry, swords, glass, crystal, and so on).

Manifesting requires 1 full round per cubic yard (or cubic foot) of material to be affected by the power.

 

False Sensory Input

Telepathy (Cha) [Mind-Affecting]

Level: Psion 3

Display: Me

Manifestation Time: 1 full round

Range: Long (400 ft. + 40 ft./level)

Target: One living creature

Duration: Concentration, up to 1 minute/level (D)

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 5

The manifester has a limited ability to falsify one of the subject’s senses. The subject thinks he or she sees, hears, smells, tastes or feels something other than what his or her senses actually report. The manifester can’t fabricate a sensation where none exists, nor make the subject completely oblivious to a sensation, but the manifester can falsify the specifics of one sensation for different specifics. The manifester can switch between senses he or she falsifies round by round. The manifester can’t alter a sensation’s “intensity” by more than 50%. If this power is used to distract an enemy psion who is attempting to manifest a power, the enemy must make a Concentration check as if against a nondamaging power (the DC equals the distracting power’s save DC + 3 in this case).

 

Far Hand

Psychokinesis (Con)

Level: Psion 0

Display: Vi

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: A nonmagical, unattended object weighing up to 5 pounds

Duration: Concentration

Saving Throw: None

Power Resistance: No

Power Points: 1

The manifester can lift and move an object at will from a distance. As a move-equivalent action, the character can move the object up to 15 feet in any direction, though the power ends if the distance between the character and the object ever exceeds the power’s range.

 

Far Punch

Psychokinesis (Con)

Level: Psion 0/Psychic Warrior 0

Display: Vi, Me

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: One individual

Duration: Instantaneous

Saving Throw: None

Power Resistance: Yes

Power Points: 1

The target is buffeted with telekinetic force for 1 point of damage.

Far punch always affects a target within range that the manifester can see, even if the target is in melee or has partial cover or concealment. However, a shield spell protects the target. Inanimate objects cannot be damaged by the power.

 

Fatal Attraction

Telepathy (Cha) [Compulsion, Mind-Affecting]

Level: Psion 4

Display: Me (detectable only by victim)

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One living creature

Duration: Instantaneous

Saving Throw: Fortitude negates

Power Resistance: Yes

Power Points: 7

The manifester plants a hidden death-urge impulse in the subject’s unconscious. The impulse slowly takes root and reinforces itself in the subject’s mind over a period of 1d4 days. The subject’s conscious mind remains completely unaware of the death urge secretly swelling within. The subject’s companions, if any, may each make one Wisdom check on the final day of the time period to notice that the subject seems unaccountably dour and fatalistic.

When the urge has grown to an overpowering psychosis (after 1d4 days), the subject looks for the quickest, most likely method to end his or her life and attempts to do so. If nothing better offered itself, the subject would attempt to perform a coup de grace on him or herself. If the subject had no weapon, he or she would attempt to batter him or herself to death on a wall or other surface. If the subject goes through with a method but fails to die, he or she can make another Fortitude save against the original DC to break the compulsion. Otherwise, the urge secretly grows again over 1d4 days, and the cycle repeats.

 

Fate Link

Telepathy (Cha)

Level: Psion 3

Display: Ol

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: Any two living creatures that are initially no more than 30 ft. apart.

Duration: 1 hour/level

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 5

The manifester temporarily links the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If either dies, the other must immediately succeed at a Fortitude save or gain a number of negative levels equal to the character level of the creature that died (minimum one). All other effects are not transferred by the fate link. A manifester could attempt to create a chain of fate linked creatures, if desired.

 

Fate of One

Clairsentience (Wis)

Level: Psion 4

Display: Me, Vi

Manifestation Time: See text

Range: Personal

Target: You

Duration: Instantaneous

Power Points: 7

The manifester gains limited omniscience, allowing the character to reroll a saving throw, attack roll, or skill check, and use the better of the two rolls for the result.

A character can manifest this power instantly, quickly enough to gain its benefits in a clutch situation. Manifesting the power is a free action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.

 

Feather Fall

Psychoportation (Dex)

Level: Psion 1

Display: Au

Manifestation Time: See text

Range: Close (25 ft. + 5 ft./2 levels)

Targets: Any free-falling objects or creatures in a 10-ft. radius whose weight does not total more than 300 lb./level

Duration: Until landing or 1 round/level

Saving Throw: Will negates (object)

Power Resistance: Yes (object)

Power Points: 1

The creatures or objects affected fall slowly. The rate of fall is instantly changed to a mere 60 feet per round (equivalent to the end of a fall from a few feet), with no damage incurred upon landing while the power is in effect. However, when the duration expires, a normal rate of fall occurs.

A character can manifest this power instantly, quickly enough to save him or herself if he or she unexpectedly falls. Manifesting the power is a free action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round.

This power has no special effect on ranged weapons unless they are falling quite a distance. If manifested on a falling item, the item does half normal damage based on weight (1d6 per 400 pounds) with no bonus for the height of the drop.

The power works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

 

Feel Light

Psychometabolism (Str)

Level: Psion 1/Psychic Warrior 1

Display: Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 10 minutes/level (D)

Power Points: 1

The manifester experiences light translated through tactile sensation (by touch). The character’s entire body becomes a receiver for light. The character’s field of vision does not change, but if he or she has darkvision, sight is not translated to touch via feel light.

If the character’s eyes are working normally, the expanded view gives a +1 enhancement bonus on all Spot and Search checks. If this power is used in conjunction with hear light, the bonus is +2.

 

Feel Sound

Psychometabolism (Str)

Level: Psion 1/Psychic Warrior 1

Display: Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 10 minutes/level (D)

Power Points: 1

The manifester experiences sound translated through tactile sensation (by touch). The character’s range of hearing does not change.  If the character’s ears are working normally, the expanded reception gives a +1 enhancement bonus on all Listen checks. If this power is used in conjunction with see sound, the bonus is +2.

 

Finger of Fire

Metacreativity (Int) [Fire]

Level: Psion 0

Display: Vi (see text)

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Effect: Ray

Duration: Instantaneous

Saving Throw: None

Power Resistance: Yes

Power Points: 1

A ray of  burning ectoplasm projects from the manifester’s finger. The character must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of fire damage.

 

Firefall

Metacreativity (Int) [Fire]

Level: Psion 1

Display: Vi (see text)

Manifestation Time: 1 action

Range: 20 ft.

Area: 10-ft. radius burst

Duration: Instantaneous

Saving Throw: Reflex half

Power Resistance: Yes

Power Points: 1

Motes of unstable ectoplasm flare and dissipate explosively within the area designated. Any creature in the area takes 1d4 points of fire damage. Flammable materials such as cloth, paper, parchment, thin wood, and so on, burn if the flames touch them. A character can extinguish burning items as a full-round action.

 

Fission

Psychometabolism (Str)

Level: Psion 7

Display: Ol

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 1 round/level (D)

Power Points: 13

The manifester can divide him or herself, creating a duplicate up to 5 feet away. The duplicate thinks and acts exactly as the character does and follows the character’s orders, although it will not do anything the character wouldn’t do him or herself. The duplicate has all the character’s abilities but none of the equipment. The duplicate has all the character’s hit points, half his or her power points (figured after deducting the cost of this power), and other physical traits the character had at the time he or she manifested the power. Powers, spells, or other effects affecting the character do not affect the duplicate.

When the duration expires or when the character dismisses the power, the character and his or her duplicate rejoin, no matter how far from each other they are. The character takes half of the damage the duplicate has suffered at the time of rejoining. This can’t bring the character to –10 hit points or less. Also, the character loses half of the power points the duplicate used up. If either the character or the duplicate dies before the duration expires, there is no rejoining; however, the survivor (either the original or the duplicate) gains one negative level.

 

Flaming Shroud

Metacreativity (Int)

Level: Psion 6

Display: Ma (see text)

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One creature of Large size or smaller

Duration: Instantaneous

Saving Throw: Reflex negates

Power Resistance: Yes

Power Points: 11

The manifester wraps the subject in a shroud of burning ectoplasm. If the target fails its Reflex save, it suffers 11d6 points of fire damage.

 

Float

Psychoportation (Dex)

Level: Psion 0/Psychic Warrior 0

Display: Au

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: Any object or creature whose weight does not total more than 300 lb./level

Duration: Concentration

Saving Throw: None

Power Resistance: No

Power Points: 1

The manifester can mentally support one creature or object in water or similar liquid at will from a distance. The character cannot move the floating object, but if the subject of the power is animate, it can move through the water without fear of submerging (or drowning, if an unskilled swimmer). The power ends if the distance between the character and the subject ever exceeds the power’s range.

 

Fly

Psychoportation (Dex)

Level: Psion 3

Display: Vi

Manifestation Time: 1 action

Range: Touch

Target: Creature touched

Duration: 10 minutes/level

Saving Throw: None

Power Resistance: Yes (harmless)

Power Points: 5

The power’s subject can fly at a speed of 90 feet (60 feet if the creature wears medium or heavy armor). The subject can fly up at half speed and descend at double speed. The flying subject’s maneuverability is good. Using the fly power requires as much concentration as walking, so the subject can attack or manifest powers normally. The subject of fly can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

Should the duration expire while the subject is still aloft, the psionic effect fails slowly. The subject drops 60 feet per round for 1d6 rounds. If it reaches the ground in this time, it is safe. If not, it falls the rest of the distance (falling damage is 1d6 per 10 feet of fall). Since negating a power effectively ends it, the subject falls immediately if fly is negated.

 

Forced Mindlink

Telepathy (Cha)

Level: Psion 4

Display: Ma

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: You and one other creature who is initially no more than 30 ft. away

Duration: 10 minutes/level

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 7

The manifester forges a telepathic bond with another creature, which must have an Intelligence score of 6 or higher. The manifester can communicate telepathically through the bond even if he or she does not share a common language with the subject. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).  While the bond can be forced on an unwilling creature, it does not compel the creature to respond through the bond.

 

Foresight

Clairsentience (Wis)

Level: Psion 8

Display: Vi, Ma

Manifestation Time: 1 action

Range: Personal or touch

Target: See text

Duration: 10 minutes/level

Saving Throw: None or Will negates (see text)

Power Resistance: No or Yes (harmless)

Power Points: 15

The manifester gains a powerful sixth sense in relation to him or herself or another. Once the power is manifested, the character receives instantaneous warnings of impending danger or harm to the subject of the power. If the manifester is the subject, he or she is never surprised or flat-footed. In addition, the power gives a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever the manifester would lose a Dexterity bonus to AC.

When another creature is the object of the power, the manifester receives warnings about that creature. The manifester must communicate what he or she learns to the other creature for the warning to be useful, and it can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate power) can all be accomplished before some danger befalls the power’s subject, provided the manifester acts on the warning without delay. The subject, however, does not gain the insight bonus to AC or Reflex saves.

 

Freedom of Movement

Psychoportation (Dex)

Level: Psion 4

Display: Au

Manifestation Time: 1 action

Range: Personal or touch

Target: You or creature touched

Duration: 10 minutes/level

Saving Throw: None

Power Resistance: No or Yes (harmless)

Power Points: 7

This power enables the manifester or the creature touched to move and attack normally for the duration of the power, even under the influence of psionics that usually impedes movement.

The power also allows a character to move and attack normally while underwater, even with cutting weapons and smashing weapons, provided that the weapon is wielded in the hand rather than hurled. The power does not, however, allow water breathing without further appropriate psionic adaptation.

 

Genesis

Metacreativity (Int)

Level: Psion 9

Display: Ma

Manifestation Time: 1 week (8 hours/day)

Range: 10-ft. radius/level (see text)

Effect: See text

Duration: Instantaneous

Saving Throw: None

Power Resistance: No

Power Points: 17

The manifester creates a finite plane with limited access: a demiplane. Demiplanes created by this power are very small, very minor planes.

This power should be manifested only while the manifester is on the Ethereal or Astral Plane.

At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 10 feet per manifester level. Once the new demiplane reaches its maximum size, it doesn’t really stop growing, but its growth rate decreases dramatically to only 1/2 inch in radius per week (just over 2 feet per year).

The environment within the demiplane is determined by the manifester when genesis is first manifested, reflecting most any desire the psion can visualize, as long as the DM approves (although no environmental effect within the plane can duplicate effects greater than those of 3rd-level powers). Factors such as solid ground, air, water, and temperature must be determined by the manifester. This power cannot create life, nor can it create construction; such particulars must be introduced to the demiplane in some other fashion. All demiplanes created with genesis are in contact with the Astral and Ethereal Planes.

Antigenesis: It is possible to manifest genesis on normal planes and demiplanes, but only the most perverse or evil shaper would consider doing so. If genesis is manifested within a normal plane or demiplane, the power takes effect according to the speed noted above; however, the energies of the new plane are exactly canceled by the energies of the original plane, creating a growing dead spot like on the original plane. The expanding boundary of the dead spot utterly wipes away all construction, crumbles natural land forms, and evaporates water, leaving behind a uniformly level plain of inert dust. Living things that pass the boundary of the growing dead spot are not directly harmed. But plants can find no sustenance in the dust of the dead spot, marine creatures die even more quickly when water turns to dust, and mobile animals know enough to leave the area alone. An antigenesis wave dies out after 100d10 years, or can be canceled by yet another manifestation of genesis.

 

Glide

Psychoportation (Dex)

Level: Psion 2

Display: Vi

Manifestation Time: 1 action

Range: Touch

Target: Creature touched

Duration: 1 minute/level

Saving Throw: None

Power Resistance: Yes (harmless)

Power Points: 3

The power’s subject can glide through the air with a speed of 20 feet (10 feet if the creature wears medium or heavy armor). The subject can only fly upward at a speed of 5 feet but may descend at a speed of 50 feet. The gliding subject’s maneuverability is poor. Using the glide power requires as much concentration as running, so the subject cannot attack or manifest powers normally. The subject of glide cannot carry aloft more weight than its medium load carrying capacity, plus any armor it wears.

Should the duration expire while the subject is still aloft, the psionic effect fails slowly. The subject drops 50 feet per round for 1d6 rounds. If it reaches the ground in that time, it is safe. If not, it falls the rest of the distance (falling damage is 1d6 per 10 feet of fall). Since negating a power effectively ends it, the subject falls immediately if glide is negated.

 

Graft Weapon

Psychometabolism (Str)

Level: Psion 5/Psychic Warrior 5

Display: Ol

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: Instantaneous

Power Points: 9

The manifester permanently attaches any weapon—mundane, psionic, or magical—onto the end of one of his or her arms. The weapon becomes a natural extension of the arm, and that hand is nowhere to be seen. If the character is proficient with the weapon, he or she adds +1 to all attack and damage rolls while using the weapon (this stacks with all other bonuses, including those granted by Weapon Focus and Weapon Specialization). The grafted weapon becomes subject to powers that normally do not effect equipment, such as expansion. More importantly, since the weapon is a natural part of the character’s body, powers that normally only enhance unarmed attacks and touch attacks now apply to the grafted weapon.

However, the character loses the use of one hand and receives a –2 competence penalty on all skill checks requiring the use of hands. Powers that temporarily polymorph or metamorphose the character (or just his or her hands) can ignore the grafted weapon or alter it normally, at the manifester’s discretion. If the weapon takes damage, the character takes the damage as well. If the character is healed, so is the grafted weapon. If the weapon is destroyed, the character loses 2 points of Constitution; the ability damage persists until the character can graft another weapon or restore his or her natural anatomy (see below).

A character can change out weapons by using this power again. If the character manifests this power without any weapon, his or her natural anatomy returns (but the character can’t use this power to recover a limb lost through some other mishap).

 

Grease

Metacreativity (Int)

Level: Psion 1

Display: Ol

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target or Area: One object or a 10-ft. ¥ 10-ft. square

Duration: 1 round/level (D)

Saving Throw: See text

Power Resistance: No

Power Points: 1

A grease power covers a solid surface with a layer of slippery grease. Any creature entering the area or caught in it when the power is manifested must make a successful Reflex save or slip, skid, and fall. Those who successfully save can move at half speed across the surface. However, those who remain in the area must each make a new saving throw each round to avoid falling and to be able to move. The DM should adjust saving throws by circumstance.

The power can also be used to create a greasy coating on an item. Material objects not in use are always affected by this power, while objects wielded or employed by creatures receive a Reflex save to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made each round the creature attempts to pick up or use the greased item.

 

Greater Biocurrent

Psychokinesis (Con)

Level: Psion 6

Display: Vi (see text)

Manifestation Time: 1 action

Range: Close (25 ft. + 5 ft./2 levels)

Target: Any four living creatures that are no more than 15 ft. apart

Duration: Concentration, up to 1 minute/level (see text)

Saving Throw: Fortitude half

Power Resistance: Yes

Power Points: 11

The manifester’s body produces an arc of electricity that targets a primary foe for 6d6 points of electricity damage per round that the character meets the requirements (see below). Electricity also arcs off the primary foe to strike additional foes initially within 15 feet of the primary foe, or who subsequently move within 15 feet of the primary foe while the duration lasts. Secondary foes also take 6d6 points of damage per round the duration lasts. Should either the primary or secondary foe fall to below 0 hit points, greater biocurrent’s electrical arc random­ly retargets another primary and secondary foe while the duration continues. Targeted foes may move or make a saving throw each round for half damage (on that round only), but as long as they remain in range, they continue to be affected.

Maintaining greater biocurrent is a full-round action (the manifester is limited to only 5-foot steps and no other actions). If the manifester takes damage while maintaining greater biocurrent, he or she must make a successful Concentration check. If any of these requirements are not met, the electrical arc winks out.

 

Greater Concussion

Psychokinesis (Con)

Level: Psion 3

Display: Au

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One individual

Duration: Instantaneous

Saving Throw: Fortitude half

Power Resistance: Yes

Power Points: 5

The target is pummeled with for 5d6 points of ­ damage. The manifester may choose to have the power deal an equal amount of subdual damage instead.

Greater concussion always affects a subject within range that the manifester can see, even if the subject is in melee or has partial cover or concealment. Inanimate objects are also damaged by the power.

 

Greater Domination

Telepathy (Cha) [Compulsion, Mind-Affecting]

Level: Psion 5

Display: Me

Manifestation Time: 1 action

Range: Medium (100 ft. + 10 ft./level)

Target: One humanoid of Medium-size or smaller

Duration: 1 day/level

Saving Throw: Will negates

Power Resistance: Yes

Power Points: 9

The manifester can control the actions of any humanoid of Medium-size or smaller. The manifester establishes a telepathic link with the subject’s mind. If the manifester can generally force the subject to perform as he or she desires, within the limits of the subject’s abilities, regardless of whether the manifester shares a language with the subject. The manifester knows what the subject is experiencing but does not receive direct sensory input from him or her.

Subjects resist this control, and those forced to take actions against their natures receive a new saving throw with a bonus of +1 to +4, depending on the type of action required. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as the manifester and subject are on the same plane. The manifester need not see the subject to control it.

Protection from evil or a similar spell or power can prevent the manifester from exercising control or using the telepathic link while the subject is so warded, but it does not prevent the establishment of domination or negate it.

 

Greater Emulation

Clairsentience (Wis)

Level: Psion 9

Display: Ma

Manifestation Time: 1 action

Range: See text

Target, Effect, or Area: See text

Duration: See text

Saving Throw: None

Power Resistance: Yes

Power Points: 17, XP cost

When manifesting greater emulation, the manifester chooses any other power, regardless of discipline or whether he or she knows the power, of 8th level or less, and duplicate its effect as if the character had manifested that power.

XP Cost: 5000 XP or the XP requirement of the emulated power, whichever is greater.

 

Hammer

Psychometabolism (Str)

Level: Psion 1

Display: Au, Ma

Manifestation Time: 1 action

Range: Touch

Target: Creature or object touched

Duration: Until discharged

Saving Throw: None

Power Resistance: Yes (object)

Power Points: 1

This power charges the manifester’s touch with the force of a sledgehammer. A successful melee touch attack deals 1d8 points of bludgeoning damage. This touch attack, charged with a psionic power, is treated as an armed attack.

 

Hear Light

Psychometabolism (Str)

Level: Psion 1/Psychic Warrior 1

Display: Ma

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: 10 minutes/level (D)

Power Points: 1

The manifester experiences light translated through auditory sensation (by hearing).  The character can see what his or her eyes would normally reveal, but if the character has darkvision, sight is not translated to sound via hear light.

If the character’s eyes are working normally, the expanded view gives you a +1 enhancement bonus on all Spot and Search checks. If this power is used in conjunction with feel light, the bonus is +2.

 

Hustle

Psychometabolism (Str)

Level: Psychic Warrior 1

Display: Au

Manifestation Time: 1 action

Range: Personal

Target: You

Effect: 1 extra partial action

Power Points: 1

The manifester can take an extra partial action, but must wait until his or her next round’s worth of actions to do so. In effect, the character gives up a standard action on the round he or she manifests this power, but gains an extra partial action on the following round. This benefit counts as an enhancement bonus.

 

Hypercognition

Clairsentience (Wis); and

Psychometabolism (Str)

Level: Psion 8

Display: Me

Manifestation Time: 1 action

Range: Personal

Target: You

Duration: Instantaneous

Saving Throw: None

Power Resistance: No

Power Points: 15

The manifester makes lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in his or her mind. The character can make reasonable statements about a person, place, or object, seemingly from very little knowledge.

The nature of the knowledge gained concerning the subject of the analysis is subject to the DM’s discretion but might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or object, or even a conclusion concerning a dilemma that the character’ conscious mind is unable to produce.

The DM may ask for an Intelligence check to receive the desired information (DM secretly determines the DC). Intelligence checks made with the aid of hypercognition have a +30 bonus.